MODOK: least changes in the game
Surprising.
MODOK: least changes in the game
Surprising.
I guess MODOK is secretly top tier and we gotta find out.
Updated front page with info on Hulk’s s.H. Only one point of armor on his s.H. NeoGAF posted up 3 points but that was just a rumor apparently.
For Wesker command grab combos I find it easier to just to L mustang kick dash cr.B st.C xx Ghost butterfly into blah blah.
Also Thor buffs fuck yes.
** UPDATE (2:43PM EST 11/10/11): News section has update with link to youtube channel that shows off how hit stun deterioration changes affect some of the old cast (X-23 and Akuma are up now).**
Did some testing and confirmed OS air dash/throw is nerfed.
** I have confirmed that OS air dash/throw has been nerfed. Tested on both Vanilla and Ultimate and Doom will OS air dash/throw perfectly in Vanilla but in Ultimate he will shoot out j.H heavy gun now instead of air dashing. Which kills your ability to move forward and air throw at the same time. **
EDIT: Did further testing and it seems to happen most often with Doom down forward or down back air dash + H~M. Didn’t seem to be as bad for Magneto or Dorm. Not sure why this is. The only reason I can assume they did this is because of his buffs to his j.H and his air S I guess they felt this would buff his lower to the ground movement too much.
uh i dashed with M+h and got an air throw :o
On the forward dashes it works fine but the diagonal ones you get H gun now instead regularly.
Maybe it’s just me, but I think when you’re trying to TAC break by mashing multiple directions, the game ignores your inputs, making you unable to break out. If you want to break out of TAC, you probably have to stick to one direction. Which I would find to be massive BS.
According to the strategy guide, you’re only allowed ONE input of the special button during the 15 frame window to break the exchange. If you get the wrong input, you’re out of luck.
Way to derp the game more, Capcom :. Oh well, time to fuck people up with MODOK IK 9 cube no-meter combos.
That is not a change. Worked the same in Vanilla. Vanilla strategy guide also mentions this. ** You can mash on the stick + S all you want but the game will only take the first input it sees during the window.**
Overall day one observation of changes.
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- Air dashes definitely feel slower across the board. Popped in Vanilla and was moving around Doom’s ground and air dashes faster than I can now in Ultimate. Definitely slowed his dashes compared to Vanilla. Being able to attack during backwards air dash with Doom still a big buff tho.
- Haggar’s assist is still the same except soft knockdown instead of hard knockdown and invincibility frames cut down to 33 instead of 60. If you learned your ABC’s you’ll still be able to hit confirm off this and it’s still frame 1 invincible. Still top 5 or at the very worst top 10 assists. Once your opponent gets close to you they still have to be mashing on c.L’s or get hit it’s just he’ll be vulnerable faster if whiffs. Anybody who doesn’t have a short c.L is still fucked against Haggar assist. Maybe people who’ve never played fighting games before will stop using this assist but that’s about it. Still anti-mix up in an assist.
- XF3 Dorm is probably the new best XF3 anchor in the game that isn’t Dark Phoenix. I would argue even better than XF3 Wesker/Felicia/Skrull/Akuma. Dorm on point got the ability to do self 50/50 left/rights with finger cancel buff and as anchor that basically gives him his own assist for full screen mix ups. Still has solid high/low and still has 50/50 stalking flare, pop XF port in front or behind BS. People still can’t call assists at all once you have this guy on the screen and if you store up dark spells like 3D0C people pretty much can’t move if you have meter. Expect to see A LOT of anchor Dorm in the future.
- Ammy gets 40 percent speed boost in XF, Hulk still gets zero speed increase. ** This will make Ammy a much scarier anchor easily (120/140/160 for damage, 120/130/140 speed).** Hulk is still point/2nd character basically.
- Standard attacking assists got HSD (hit stun deterioration) nerfs after combos. Using akuma tastsu or jam session to extend long combos is much harder to make work if not impossible in some situations. ** Which makes wall bounce/ground bounce/OTG assists a bit more important since those assists don’t get scaled by the HSD as much.**
**- All of the new characters generally have annoying shit and their shortcomings I’m sure will be overcome with time. **
**- Meter builds less fast across the board. ** This places more of an importance on TAC’s or Morrigan’ harmonizer assist.
- Air XF is a buff against welcome mix ups. You can do air XF guard cancel, air throw punishes easily against obvious welcome mix ups so it works as kind of a burst against some types of mix ups like Wesker’s jump in loop string shit on your welcome situation.
- XF3 is generally less of an issue but not nerfed enough. Still can run through teams before XF runs out with some of these characters especially Dorm now. I still wish you could only have access to XF3 if you have to fight 3 people. Having XF3 available against one or 2 people is retarded but…what can you do.
- TAC’s are more or less randomly escapable version of DHC glitch if you get both out. Plus meter stealing TAC is going to be really annoying. You’ll be seeing more TAC’s period. Resets will still be preferred because in a game like this you lose too much momentum if they get countered but if people really want the meter they’ll go for it obviously. Colors do nothing but remind you which TAC the opponent used.